Ok, so we all know that an update for Volt is really needed and long overdue. In addition to a petition to Capcom, I believe that we need to convince them that an update is worth pursuing and that they can make a profit from it. Essentially, I hope we can show how serious we are by developing our own proposal/business plan to them.

To show how serious we are, we should be able to essentially discuss and create a changelog to send to Capcom of what we want (including character proposals). If we have a solid plan that reduces the work for Capcom and shows how they can make money, our proposal would be more likely go through. Hopefully, we can drum up more interest on Shoryuken.com, Eventhubs and the general FGC.

So I will be running this in a few parts, all from this thread to keep away the clutter.

Part 1
Compelling reasons for Capcom to update and how it could make them money. This would be a discussion of what the community would want and what they are willing to pay.

Part 2
Character buffs/nerfs/fixes. This will be the ongoing aspect. Each week or so (we'll see how it goes), I will name 4-5 chars for discussion on how they should be tweaked. I am of the favour that Volt should be changed to be more in line with AE. I know this will be the contentious area. Some people will have outlandish wants like wanting Ryu to be oiled, but I will do my best to make it fair and balanced, whilst maintaining the spirit of Street Fighter and AE.

Part 3
New chars. We will discuss how the remaining 16 chars could be implemented in the game, with movesets. We will begin discussion after we have finished discussing changes for existing characters.

Part 4
General fixes, wants, suggestions and bug fixes. Character bugs can be discussed but I will merge them with character fixes.

I will summarise each part in posts on the first page. Feel free to discuss anything here that is on topic. The only restriction is for the weekly(?) discussion of characters.

Part 1
Why should Capcom update? How can they make money from this?
-DLC, stages, costumes, art, ringtones, music
-Paid update/New ap
-Opportunity for Capcom to test ahead of USF4, not just characters but different pay models
-SF4 Volt is not a substitute for AE, it is a complement

Quote:

Originally Posted by fffan7777

Or, it could follow Tekken Revolution's Free to Play type of thing (minus their mobile SFxT coin implementation). Have something like 5 free characters a week and you earn points to permanently unlock your favorite fighter by playing online. Money could be used to purchase the points instead to speed up the process. A system where ragequitting decreases points could be implemented too.

Balrog
-+1frame hitstun on st.LP so it can link into cr.RH
-1f less startup on Headbutt and EX version. 1f less blockstun
-Less pushback on Dash Swing Blow
-j.HK stun from 100-->200
-Buffalo Head from 120-->140
-EX Buffalo Head from 130-->150
-Ultra from 549-->491 (45*2+30*2+45*2+30*2+83*3-->45*2+38*2+45*2+38*2+53x3)
-Change cl.HK to far HK

Blanka
-Decreased and uniform bounce back distance after blocked Rolling Attack and Ultra/Super
-Make d+K cr.LK in line with other chars
-Change jump arc to go out further
-Electricity to build 20 meter
-j.HP from 120-->90
-Electricity from 150-->140
-EX Electricity from 160-->150
-cr.LK from 35-->30
-Rolling Attack range changed to light and damage from 160-->140
-1050-->1000 stamina

Chun-Li
-Replace cr.MP with cr.LP
-+1 frame hitstun on Lightning Legs
-Hazanshu from 110-->130
-+1 frame hitstun on st.MP and less pushback
-Yosokyaku can be performed with df+K
-Kintekishu to be +1 frame on counterhit
-Kikoken from 70/75-->70/100
-Lightning Legs to be +1f on hit (both 4 hit and 8 hit versions)
-Super from 360-->340 (30+25*7+155-->30*8+100)
-Ultra from 510-->460 (30*9+15*11+75-->30*9+8*11+102)
-b+p for far s.HP
-Allow her to maintain back charge during EX Spinning Bird Kick

Cody
-+1 Hitstun to first hit of Criminal Upper. Also allow for additonal hitstun on CH
-Stomach blow for f+P
-Add Medium Ruffian Kick. (dp+k motion/df+sp motion)
-EX Ruffian to juggle the opponent up slightly when aa
-Add Bad Spray (up+P on techable knockdowns). FADCable and Super Cancellable
-Reduce range on cr.MK and damage from 75-->70
-+1 frame on hit to s.HP
-nj.HP to knockdown on air hit and to have additional juggle points
-Increase movement speed AND backdash
-Better juggle point on Crack Kick
-Crack Kick to be airborne and whiff against crouching opponents and have better juggle point
-Allow for Zonk Knuckle to be performed by holding K (in addition to current input)
-Make Ultra 1 frame faster
-+1 active frame on Jaw Crusher
-Change s.MK to far s.HK
-Bad Stone stun from from 100-->150 and +10 stun per level
-Ultra from 498-->468 (98+38*4+68+30*6-->83+38*4+53+30*6)
-Consistent knockdown time and frames on block after (EX) Criminal Upper
-Fix Super dropping 1 hit on Zangief and Makoto
-Criminal Upper 1f safer on block

DeeJay
-Allow for Super xx Ultra
-Change s.HK to his 2 hitting far s.MK (special cancelable)
-Reduce recovery on Air Slasher
-cr.MP from 60-->80
-Machinegun Upper from 110-->120 (30*2+50-->35*2+50)
-Machinegun Upper (max mash) from 188-->192 (30*2+20*2+24*2+40-->35*2+15*2+24*2+44) (Scaling starts on 5th hit)
-Machinegun Upper to be projectile invincible for the first 8 frames (AE frames, so that would be 3 Volt frames)
-Ultra from 503-->473 (60*5+203-->60*5+173)
-Extend hitbox for s.HP horizontally slightly
-cr.MK to juggle the opponent up slightly when aa
-Additional hitstun on first hit of Double Rolling Sobat

Dhalsim
-Make Yoga Blast faster, less recovery, better hitbox and juggle state after hit
-1frame less recovery on Yoga Fire
-Yoga Spear from 60-->70
-Yoga Flame from 100-->110
-Yoga Blast from 150-->180
-Super from 320-->330 (64*5-->75*2+60*3)
-b+p for back s.MP

E Honda
-Reduce hitbox on j.LP
-Body Splash for j.d+K
-f+K for overhead and cancellable to Oichi throw
-Slightly more range on ultra
-s.HP from 110-->120
-cr.LP from 30-->40
-cr.HP from 120-->140
-cr.LK to be +1 on hit so it can link into itself (not rapidfire)
-More recovery on EX Headbutt on block but lands further away
-More recovery on both versions of Sumo Smash
-Sumo Smash from 90-->100 (on the way up)
-Sumo Smash from 110-->120 (on the way down)
-Better juggle point on Sumo Smash so it can be followed up by Super (aa)
-Larger crouching hitbox

Abel: Abel sucks ass. One thing that could help this is buffing his st.p. If it's made 1 or 2 frames quicker and with a slightly buffed hitbox it would be a more reliable anti air which is a big problem for abel. It would also allow him to combo off of step kick which is a huge part of his game in ae. Would also like his st k (currently far roundhouse) to be replaced by far short. It's a much better poke and I think it would really help his game. Outside of a few weird corner resets that are mostly useless and unused, st k can't really do anything that sweep or step kick can't anyway. Everything else is fine imo.

Akuma: I think all characters with good uppercuts need them to be nerfed, as they're just too powerful in volt at the moment. Apart from Zangief, who is ridiculous for other reasons and Bison who has really good reversal options anyway, no top tier character is without an uppercut. Look at ryu, sagat, akuma, cammy, guile, viper etc. So yeah, I think akumas uppercut needs a bit of a damage nerf (possibly from 170 down to 140 or 130) as well as less invincible frames. EX uppercut is fine. Also his teleport and air fireball should probably have a little bit extra recovery to discourage flat out runaway tactics, which are more effective than they should be in volt.

Balrog and Blanka I have very little experience with. I do find some of Blankas commands a bit annoying though. If you're not sure what side you're going to land on after a jump in it can really mess you up, because to do cr lk you have to hold db. I think his cr lk should be either db or just down +k. Also it kind of sucks how you can't do forward hop-ex upball, but I'm not sure how you could fix that without making cr lk db +k, sweep down +k and forward hop df+k, which brings up the problem I just mentioned.

For general changes, I think there needs to be a much larger window for crouch teching. Especially with the (hopefully) nerfing of uppercuts, this would lead to frame traps besides safe spiral arrow-uppercut actually being effective. Also like squall mentioned, either the reversal window needs to be much smaller for non charge characters, or it needs to be much bigger for charge characters. I would prefer it if the reversal window for non charge moves was made smaller (possibly unable to mash, similar to how charge characters work now), as this would further reduce the LOL JUST MASH DP that is both popular and effective at the moment.

On top of that, Ultra 2s for all characters, new stages, as well as DLC alt costumes and DLC characters would be really nice. We're happy to pay capcom!!!!

They should definitely update the screen for iPhone 5 at-least! I'm not buying any of capcoms' apps until they optimise screen. I know there must be more people who are in the same boat as me, and won't buy.

Abel: Abel sucks ass. One thing that could help this is buffing his st.p. If it's made 1 or 2 frames quicker and with a slightly buffed hitbox it would be a more reliable anti air which is a big problem for abel. It would also allow him to combo off of step kick which is a huge part of his game in ae. Would also like his st k (currently far roundhouse) to be replaced by far short. It's a much better poke and I think it would really help his game. Outside of a few weird corner resets that are mostly useless and unused, st k can't really do anything that sweep or step kick can't anyway. Everything else is fine imo.

Agree. Also, if Falling Sky is getting buffed in AE, I don't see why it shouldn't get buffed in Volt too.

How about Second Low and Finish Low? Would not be hard, just forward+k for input as a mixup for CoD

Quote:

Akuma: I think all characters with good uppercuts need them to be nerfed, as they're just too powerful in volt at the moment. Apart from Zangief, who is ridiculous for other reasons and Bison who has really good reversal options anyway, no top tier character is without an uppercut. Look at ryu, sagat, akuma, cammy, guile, viper etc. So yeah, I think akumas uppercut needs a bit of a damage nerf (possibly from 170 down to 140 or 130) as well as less invincible frames. EX uppercut is fine. Also his teleport and air fireball should probably have a little bit extra recovery to discourage flat out runaway tactics, which are more effective than they should be in volt.

His Shoryuken isn't that good. It already has huge recovery compared to other chars. I would look at a damage reduction, e.g. Goshoryuken from 170/150-->150/150 and EX from 210/200-->190/200. This is in line with AE.

Quote:

Balrog and Blanka I have very little experience with. I do find some of Blankas commands a bit annoying though. If you're not sure what side you're going to land on after a jump in it can really mess you up, because to do cr lk you have to hold db. I think his cr lk should be either db or just down +k. Also it kind of sucks how you can't do forward hop-ex upball, but I'm not sure how you could fix that without making cr lk db +k, sweep down +k and forward hop df+k, which brings up the problem I just mentioned.

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